Ordo Zephyrius Mutatoris
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Revision as of 12:58, 17 June 2009
Contents |
Ordo Zephyrius Mutatoris
You are a member of Ordo Zephyrius Mutatoris, a cabal of magi attuned to meteorological energies.
Like all magi, you require a handful of esoteric skills that will allow you to manipulate the arcane, as well as a deep reserve of spiritual energy. In addition to these skills and energies, you will use several techniques and power stores unique to your order.
Your primary style of spell usage is aeromantic. While many factors affect the weather, the atmosphere is the medium in which those factors combine with the most dynamism and fungibility. Elemental air energy is thus of great value to a Frater Zephyrius Mutatoris.
Underlying the patterns of the atmosphere is raw chaos, and it is incumbent upon you to reflect this chaos within your spirit. This will both allow you to better manipulate and draw out the deepest mysteries of the weather, and give you a valuable ethos by which to live your life. The universe, like the weather, is fickle, and it takes a certain acceptance and transmission of its fickle nature in order to harmoniously express and manifest one's most personal self. (More on this below.)
Overlaying the patterns of the atmosphere is electricity, the highest and most intense form that the weather takes. Electricity is the fuel for the most powerful and dangerous of your spells.
These three things -- elemental air, chaos, and electricity -- serve as fuel that you can use to manipulate and resonate with any number of natural phenomena. Almost as many of us find comfort in a life at sea as one in the clear skies; some prefer the starry night, others a tempestuous storm. Precipitation is commonly manipulated by the Frater Zephyrius Mutatoris, but there have been those that could call upon fiery heat of the desert, or the lensing effects of water droplets, or even the atmospheric vacuum of deep space.
As mentioned a moment ago, a certain type of chaotic ethos is central to your spellcasting prowess. This does not mean that you must be a prancing fool (after the fashion of Discordians) or rampantly destructive (after the fashion of most adventurers) -- though some of us have been those things. It means rather that you must strive to maintain a certain degree of independence and spontaneity within you. As the weather emerges as a system in its own right out of a confluence of forces, so the Frater Zephyrius Mutatoris must always strive to be more than the sum of his surroundings; he must always bring something new and uniquely himself to every situation.
While most of our order are wanderers, and while there is no official hierarchy within the cabal, a certain degree of civility is expected among its members. The cabal recognizes that this is rather difficult, as its Magi tend to be strong personalities. Nonetheless, the egregore that you use is maintained by the strength of the ethos that you follow and the energies that you command collectively within your spirits. With inner strife, our magicks are be weakened.
Joining the Ordo Zephyrius Mutatoris
In Almeria, at coordinates 19, -33 there is an exit eastup into the guildhall.
The guildmaster is Torlira, a female aviar. If you wish to join the Order of Ordo Zephyrius Mutatoris, say 'pledge me to Ordo Zephyrius Mutatoris'. To leave them, say 'I renounce Ordo Zephyrius Mutatoris'. Initiates may say the command 'advance'.
The OZM is a chaotic neutral guild.
Required and bonus specialties
Bonus Min Aeromancy 1 Arcane lore 1 Centering 1 2 Channeling 1 2 Chaos affinity 1 Enochian 1 Introspection 1 Legerdemain 1 Literacy 1 2 Memory 1 Prestidigitation 1 Scholarship 1 Telesmatic weapon 1
So that's 3 intelligence, 3 willpower, 2 dexterity specialties.
Skills
Aerina is available in the guildhall for training.
Spells
The spells of Ordo Zephyrius Mutatoris involve evocation processes of varying sorts, but they all begin by incanting the spell's name, followed by the target (if any), in the Enochian tongue. Some spells have additional requirements, such as material components or an environs with respirable air. These will be noted in each spells help file.
Your rating in a spell is determined by a weighted average of certain attributes and skills, listed in the help file. You must have a certain minimum rating (also listed) into order to cast the spell at all, and every point above that rating will increase the effectiveness and decrease the energy cost of the spell. Exactly how much it's decreased depends on the difficulty of the spell -- ordinary spells will go down to about half of the base rating, while more difficult spells will go down by only a small fraction.
Almost all combat spells require you to aim them and can potentially be dodged; your attack rating with these spells is always determined by your telesmatic weapon, aeromancy, and their mother attributes.
Spells do not have endurance cost, except when cast in combat. The amount of extra energy it takes to cast a combat spell is determined by one's skill at legerdemain.
List
/--------------------------- Ordo Zephyrius Mutatoris Spell Summary -------------------¥ Spell Min/Max Description s/ a/ x/ e/dif >--------------------------------------------------------------------------------------< breath of air 50/350 respiratory replenishment 5/ 3/ 0/ 0/ord breath of life 100/400 healing 10/ 50/ 0/ 0/som call summons 50/500 gather existing summons 75/ 0/ 0/ 0/ord channel currents 50/800 weather energy infusion 155/ 0/ 0/ 0/ext chaos lightning 280/600 chaotic lightning attack 30/ 0/ 50/ 20/ver chaoswind 215/550 chaotic wind area attack 15/ 0/ 80/ 0/ord cloud form 350/650 anorganic, cloud-like state 0/ 50/ 0/ 0/ord compression ram 50/250 door breaking 45/ 0/ 0/ 0/eas dephlogisticate air 150/600 enhance atmosphere combustibility 0/ 0/100/ 0/ord direction of the winds 10/150 coordinate orientation 10/ 0/ 0/ 0/ord drift 30/375 wingless flight 45/ 0/ 0/ 0/ord electrical protection 50/375 electrical resistance 20/ 0/ 0/ 2/ord electrical storm 600/900 mobile storm area attack 0/400/ 0/600/ext electrification 150/400 electrical contact damage 50/ 0/ 0/ 10/ord essence of the wind 400/800 short term near-invulnerability 0/150/ 0/ 0/ver feather mantle 200/600 armour encumbrance reduction 0/ 74/ 0/ 0/ord fog 90/300 physical/elemental protection 60/ 0/ 0/ 0/ord knowledge of the winds 190/390 identification 25/ 0/ 0/ 0/ord lighten load 25/500 load bearing boost 50/ 0/ 0/ 0/ord lightning bolt 275/600 lightning attack 90/ 0/ 0/ 30/ver magick dart 175/475 mana attack 23/ 0/ 0/ 0/som mind maelstrom 375/525 psychic protection 0/ 45/ 55/ 0/dif noctilucent mist 150/425 visibility enhancement 39/ 0/ 0/ 0/ord numb 150/350 analgesia 0/ 0/ 0/ 50/ord osprey's call 50/250 avian charm 40/ 0/ 0/ 0/eas rainbow butterfly 150/750 conjure benevolent rainbow spirit 100/100/100/ 0/ord ride the winds 25/350 teleportation 100/ 0/ 0/ 0/eas scithial armour 300/600 armour conjuration 34/100/ 0/ 11/dif scithial bonds 300/700 constraints of reified air 45/ 45/ 0/ 0/som sea's blessing 350/600 multifaceted protection charm 0/300/150/ 0/som seeker spark 75/700 inerrant sorcerous lightning attack 5/ 0/ 0/ 1/ord shrieking gale 175/600 sonic wind attack 17/ 0/ 0/ 0/ord skyfury 125/600 resilience/ruthlessness boost 0/ 40/ 0/ 0/som squall 300/600 clinging, shredding air area attack 20/ 75/ 0/ 0/som summon 50/1000 extradimensional spirit conjuration 115/ 0/ 0/ 0/dif sunlit senses 275/575 multifaceted sensory enhancement 60/ 0/ 0/ 0/ord sylphic pulse 100/450 augment weapon speed/penetration 40/ 5/ 0/ 0/ord tempestas 200/500 unarmed combat enhancement 0/ 10/ 10/ 10/som thunderclap 250/600 stunning thunder attack 55/ 0/ 0/ 0/som thunderforge 200/800 mass weapon electrification 100/ 0/ 0/ 30/dif tornado 300/550 sorcerous air attack 41/ 0/ 0/ 0/ord torrential rain 400/750 water area attack 190/ 0/ 0/ 0/ext wall of wind 225/450 multipurpose protection aura 125/ 0/ 0/ 0/ord welkin wings 500/800 magickal wings 0/ 0/300/ 0/ver wind blast 100/300 air attack 12/ 0/ 0/ 0/eas wind speed 200/500 short speed burst 127/ 0/ 0/ 0/ord windsong 25/500 sonic protection 30/ 1/ 0/ 0/ord zephyr 300/600 restorative atmospheric effect 50/ 75/ 38/ 12/som ¥--------------------------------------------------------------------------------------/
- Min=minimum spell level required to cast
- Max=maximum effective spell level
- s=base spiritual energy cost
- a=base air energy cost
- e=base electrical energy cost
- x=base chaotic enegry cost
- dif=difficulty level
- Difficuly levels: easy, ordinary, somewhat difficult, difficult, very difficult, extraordinarily difficult